Category: Design

This show was a couple of firsts for the podcast: I think it was probably the first time we’ve had on an industry producer who wasn’t also responsible for several other jobs (at least no more than any producer is) and it was also the first guest we’ve had phone in from Poland–I trust you’ll…

We’re excited to chat with the Draw Distance development team (formerly iFun4All), developers of the super entertaining stealth puzzle game Serial Cleaner, for an upcoming episode of the #GameDev Breakdown Podcast! The team very kindly gave us an early build of their new game, Ritual: Crown of Horns and set us loose to record gameplay…

Todd Mitchell is an independent journalist, game developer, studio founder, and coincidentally, an independent voter in Hawley’s state of Missouri. When Hawaii Representative Chris Lee (D) set out to have loot boxes regulated like gambling in his state, we didn’t need much time to point out a few seemingly disingenuous aspects to his aggressive stance…

Previously on the podcast we’ve had opportunities to hear from highly specialized sound designers, musicians, and recording engineers, but we’ve had somewhat limited time to really dig into composition, and that happens to be one of Stephen Tanksley’s areas of expertise. Stephen is a Chicago-area composer for both games and film. He has a wealth…

I’d have to do some detective work to figure out how long I’ve been Twitter pals with Say and Michael, but I’m sure it’s been a couple of years now. One of the greatest benefits of doing this podcast is having the opportunity to go beyond tweets and capture the stories behind the work and…

In this post, we’ll discuss the retro virtual console, Pico-8, why you might be interested in it, and tips on how to get started. Patrons saw this post first! Check out what we’re doing at Patreon to provide exclusive opportunities to our supporters! A typing game I prototyped for my son Pico-8, the fantasy console…

Glad to be back with another podcast and all kinds of news! In this show, I’ll go over some development topics from Twitter, we’ll talk a little bit about the recent hiatus, and we’ll go over some of what’s happening over at our shiny new Patreon page. Patrons helped pick the topics for this show,…

I first interacted with Reyan Ali over Twitter just about a year ago. I’d just partnered with Microsoft to do a series of podcasts at GDC which was a total blast, but it caused me to miss the Classic Game Postmortem on the legendary NBA Jam. I tweeted out the presentation with great entusiasm once…

Michael Hicks has released more creative projects since his late teens than some folks get to throughout an entire career. His top two game releases, Pillar and The Path of Motus, have been downloaded half a million times across a wide variety of platforms. When Polygon investigated Valve’s shortcomings in supporting Steam developers, Michael’s sharp criticism for Valve’s…

Story-driven games are often revered as the height of artistic game development. For as dearly as we all hold Rocket League, it can’t match the impact of Mass Effect or tug at the heart strings like Red Dead Redemption. To create a project that stays with your players, you need to design a world for them to experience. When…